Vote or see the results here. (https://strawpoll.com/polls/40ZmdrBXAga)
So I've been running this poll in my signature for a few weeks and I thought I might as well put it up in a thread for future reference, since such a poll hasn't been run in a while. The results surprised me a bit, even if only a few people voted.
What engine you use, Phantom? :huh2:1.0 up until recently. Now I'm exploring Ikemen Go. It's a tough choice because I know that if I make things for Ikemen then less people will play with them, but at the same time if everyone keeps doing things for Mugen we can never move forward.
1.0 up until recently. Now I'm exploring Ikemen Go. It's a tough choice because I know that if I make things for Ikemen then less people will play with them, but at the same time if everyone keeps doing things for Mugen we can never move forward.
Actually the inputs are a separate matter and as it stands Mugen's input parser is still better than Ikemen's. I'm sure that's about to change though.
The future will be interesting because there will be Mugen, Ikemen (Go), Mugenext and probably other engines, and developers will have to pick one (or stay with Mugen and pass on all the new features).
[State -1, Hadouken]
type = ChangeState
value = 1000
triggerall = !AIlevelF
triggerall = Map(QCF)
triggerall = Map(a)||Map(b)||Map(c) || Map(r_a)|| Map(r_b)|| Map(r_c)
triggerAll = power >= 500 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
There is such a thing called Turtlewax, aka JZ & Vans deep buffering system, rewritten specifically for IKEMEN GO. The zss version was rewritten by Jesuszilla and the lua version was more recently remade by kamekaze. Both are which are very good, and fix double press issues. Doing akuma's ashura senkuu has never felt easier!I've heard about Turtlewax several times but didn't know the history behind it. Thanks for the intro.
triggerall = Map(QCF)This is well beyond the scope of this thread, but separating motions from buttons like this causes other issues.
triggerall = Map(a)||Map(b)||Map(c) || Map(r_a)|| Map(r_b)|| Map(r_c)
From the top of my head, if you hit a button and do the QCF afterward, the move still comes out.Funny this came up because this is a feature inherent to certain SNK games, most notably Garou, where the buffer for inputs and buttons is so wide you can prep a super 23623A and choose to delay the final 6 because the rest of the inputs are still active.
I had no idea about that. I was curious enough to check a couple FF games and indeed it works like that there. Still seems a lot harder to do on purpose than in the afflicted Mugen characters though. I think the button buffers there decrease even during hitpause.From the top of my head, if you hit a button and do the QCF afterward, the move still comes out.Funny this came up because this is a feature inherent to certain SNK games, most notably Garou, where the buffer for inputs and buttons is so wide you can prep a super 23623A and choose to delay the final 6 because the rest of the inputs are still active.
For most use cases standardized buffers in mugen are not bad because it's a pretty volatile environment in the first place, but I remember talking to Vans about certain questions of "accurate" conversions also meaning bugs and quirks, where thinks like buffers might matter more.In my experience, when people talk about buffers what they essentially want is one like SF5, where links and such are 100 times easier.
I am not yet used to PotS's new system but everything comes out as it should from what ive tested.Just for trivia the code in the Mugen versions is more like a bionic Mugen buffer, with codes to fix most of its issues, whereas the code in the Ikemen versions replaces it entirely.